Forrest and I have been cracking down on animations, Mark left us, but it shouldn't be too detrimental. However, we are very thankful to have had him on board as long as we did - he provided very insightful advice that should put the rest of us near his level.

Movement animations are essentially complete. I've been animating the combat as well - Forrest generally focuses on the loops, since I can't do loops very well for the most part - especially movement based ones.

Once we finish the animations, Daniel and I will look into how we're going to actually get the animations into the game. We've been attempting to use collada, but you know how modeling software is - no one uses the same anything. It's kind of annoying, and I really wish the 3D field had a commonly agreed upon default format, kind of like how sound has .wav and .mp3.

So, eventually, all of this will be sorted out. I assume this will be february/march-ish - and you know what that means. A new demo.
What does this mean?

I'm going to program all of the player's combat data, so you will have a playable version of the game. Of course, the AI will be brain dead, but you'll be able to beat the crap out of them and get a feel for the combat, which is a main focus on We Shall Wake along with movement fluidity. So, expect something along the lines of Bloody Palace in Devil May Cry, without the functioning enemies. For now.
Trust me, you'll be wishing the AI was braindead by the time the finished product is out.

Anyway, this means I'll be able to get feedback from whoever out there is actually interested in playing, and we'll be able to make the game together - in a way.

These next few months are going to be very exciting. I hope you will share them with us.

As usual, you can contact us by Email at weshallwake@outlook.com, or you can contact me directly on Twitter.